[V4.2.0]
Update summary:
ETF v4.2 has added many additional non OptiFine texture properties to further vary textures with, as well as adding properties that can vary the way the entity itself is rendered, such as brightness level, ambient particles and translucent rendering.
4.2 also includes many bug fixes and suggestions that have popped up since I left on holidays. I hope you enjoy :), and thank you for over 2 million downloads!!!
Added:
- added texture property
angry, used like other OptiFine properties, can betrue|false. works only for Endermen, Blazes, Guardians, Vindicators and Evokers. Triggers when these mobs display their client side 'angered or attacking state' (open mouth for endermen & blazes igniting) - added texture property
moving, used like other OptiFine properties, can betrue|falseto vary texture based on whether a mob is moving or not. - added texture property
items, used like other OptiFine properties, can be either:none(true if mob is holding or wearing no items)any(true if mob is holding or wearing any items)holding(true if mob is holding any items)wearing(true if mob is wearing any items)- a list of item names like
minecraft:bookorcool_mod:sunglasses, separated by spaces.
- added a new property type "Entity Property" to tweak entity rendering within the .properties file, they are not numbered like the other OptiFine properties e.g
skins.1 - added entity property
vanillaBrightnessOverride: can be set as a number from0-15, this overrides the brightness of the mob, it can be used to reduce the brightness of mobs like Blazes and Allays, or increase the brightness of others. - added entity property
suppressParticles: if set totruewill remove ambient particles from mobs (currently only Blazes and Glow Squids) - added entity property
showHiddenModelParts: if set totruewill enable the rendering of model parts normally hidden in vanilla (currently only zombie piglin right ears) - added entity property
entityRenderLayerOverride, shader compatibility will vary, the possible values for this property are:translucent(allows partial transparency in entity rendering)translucent_cull(allows partial transparency in entity rendering & culls model faces)end_portal(looks like the end portal effect, added for fun cause it works)outline(renders the entities outline through walls)
- extended shader support code to include the Iris forge port
Oculus, this should improve z-fighting and support the new compatible emissive render mode. - added
Compatibleemissive rendering mode. This mode uses theBrightemissive rendering mode normally and automatically changes to, the more shader compatible,Default / Dullemissive rendering mode when shaders are enabled. To have the best of both worlds. - added compatibility warning to disable skin features with the
impersonatemod present - added emissive and random texture support to saddles (supports pigs, horse-mobs and striders)
- added further support for some older OptiFine format biome names using
PascalCaseto be auto converted to the modernsnake_casebiome names (e.g.MushroomFieldsbecomes the correctmushroom_fieldsautomatically)
changed:
- updates russian translations thanks to @Felix14-v2
- improved block entity code, this should improve compat with armor stand affecting mods (like quark) as armor stands are no longer used as a substitute entity
- tweaked button scaling to center themselves in larger gui scales
- tweaked some gui button positions
- removed compatibility warning that disabled block entity features with the
quarkmod present, issue has been fixed.
fixed: several additions listed above fix several issues however some more minor fixes include:
- fixed quark incompatibility with ETF block entity features
- fixed ETF settings button appearing on data pack selection screen
- fixed additional textures (e.g. sheep fur or villager types) having their variant overridden by the mobs base texture even if they have their own .properties file
- fixed compatibility with the disguised heads mod and skins with etf features not changing (skin features will not display on disguised players :/)
- fixed player skin enchanted visuals being brighter than vanilla
- fixed keyboard navigation in the ETF settings gui (currently just
ESCkey to go back)
[V4.1.1]
- added more screens to better separate button groups
- added an option in gui to disable resource-pack screen button
- tweaked the warning screen format
- tweaked many button positions in the GUI for consistency
- tweaked translations
- russian translation updated for the 4.1.0 GUI thanks to @Felix14-v2
- optimized texture sizes in jar thanks to @robotkoer
- fixed parrots not being random or emissive on player shoulders
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
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redesigned the settings GUI, cloth config is no longer required on Forge (Openable from modmenu or a new button in the resource-pack screen)
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added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices (openable when in-game from the new settings GUI)
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added new mob texture properties: (Documentation Here.)
- "speed" texture property to vary textures by their top speed (useful for horses, and all mobs)
- "jumpStrength" texture property to vary textures by their jump strength (useful for horses)
- "maxHealth" texture property to vary textures by their max health (useful for horses, and all mobs)
- "llamaInventory" texture property to vary llama textures by their carry capacity
- "hiddenGene" texture property to vary panda textures by their hidden gene
- "playerCreated" texture property to vary iron golem textures by whether they were created by a player
- "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
- "distanceFromPlayer" texture property to vary mob textures by their distance from the player
- "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
- "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
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added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
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added a new skin feature option "nose" available from the new skin tool GUI
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added an extra skin feature cape option (ETF) available from the new skin tool GUI
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added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
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changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix possibilities (fixes for animation mods, iris PBR and a few others)
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updated russian translation thanks to @Felix14-v2
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tweaked the debug printout
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fixed an ArrayIndexOutOfBoundsException crash related to caches
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fixed an issue with additional textures (drowned_outer_layer & sheep_fur & more) not loading right when in the optifine or ETF folders
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fixed elytra_left.png not working and other asymmetrical elytra issues
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fixed forge using the /defaultconfigs/ folder instead of the /config/ folder
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fixed vanilla capes (like migrator capes) not using emissive and enchanted data from skin features
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fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
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fixed color property being broken for light_blue/blue & light_gray/gray colors
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fixed a crash when reading corrupt or broken config files
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and many more minor tweaks and fixes :)
[V4.1.0]
Update summary:
ETF 4.1 mostly brings the new skin feature tool, with a redesigned GUI to fit, as well as several new texture properties to further customize your mob textures beyond what OptiFine offers
And of course many fixes, enjoy :)
-
redesigned the settings GUI, cloth config is no longer required on Forge (Openable from modmenu or a new button in the resource-pack screen)
-
added a GUI for selecting player features and saving or uploading a player feature ready skin with all your choices (openable when in-game from the new settings GUI)
-
added new mob texture properties: (Documentation Here.)
- "speed" texture property to vary textures by their top speed (useful for horses, and all mobs)
- "jumpStrength" texture property to vary textures by their jump strength (useful for horses)
- "maxHealth" texture property to vary textures by their max health (useful for horses, and all mobs)
- "llamaInventory" texture property to vary llama textures by their carry capacity
- "hiddenGene" texture property to vary panda textures by their hidden gene
- "playerCreated" texture property to vary iron golem textures by whether they were created by a player
- "screamingGoat" texture property to vary goat textures by whether they are the screaming variant
- "distanceFromPlayer" texture property to vary mob textures by their distance from the player
- "creeperCharged" texture property to vary creeper textures by whether the creeper has been charged by lightning
- "statusEffect" texture property to vary textures by status effect or Brown MooShroom suspicious stew variants
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added more crash prevention, most features should simply not work, and log an error, instead of immediately crashing
-
added a new skin feature option "nose" available from the new skin tool GUI
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added an extra skin feature cape option (ETF) available from the new skin tool GUI
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added config option "hideConfigButton" to disable ETF config button in the resource-pack screen (only available in the config.json file)
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changed the iris pbr fix setting into the emissive fix settings screen with several options to reflect the more general fix possibilities (fixes for animation mods, iris PBR and a few others)
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updated russian translation thanks to @Felix14-v2
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tweaked the debug printout
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fixed an ArrayIndexOutOfBoundsException crash related to caches
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fixed an issue with additional textures (drowned_outer_layer & sheep_fur & more) not loading right when in the optifine or ETF folders
-
fixed elytra_left.png not working and other asymmetrical elytra issues
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fixed forge using the /defaultconfigs/ folder instead of the /config/ folder
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fixed vanilla capes (like migrator capes) not using emissive and enchanted data from skin features
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fixed third party capes not loading correctly*(OptiFine and minecraftcapes.net)*
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fixed color property being broken for light_blue/blue & light_gray/gray colors
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fixed a crash when reading corrupt or broken config files
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and many more minor tweaks and fixes :)
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[V4.0.2]
- fixed ArrayIndexOutOfBoundsException crash
- fixed excessive lag with shields and tridents in the rewrite
- added russian translation thanks to @Felix14-v2
- added more translation support where it was missing
[ETF Changelog:
[V4.0.1]
- fixed cape mod compatibility
- added quark compatibility warning that disables incompatible features
[V4.0]
changes since last stable release
ETF's source code has been almost entirely rewritten with a focus on optimization.
Some scenarios exhibit up to 11 times less processing time usage, and in general the mod is much more stable and efficient
The source code has also been ported to a single codebase for forge and fabric using architechtury to streamline same time updating of both.
Groundwork has been laid to more easily backport the mod to 1.16, 1.17 & 1.18 these will come later
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added legacy optifine biome name support e.g. "ForestHills" (it is only mapped to current best fit, it is up to RP creators to keep their things updated)
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added option to disable ETF texture patching to allow iris PBR to function (this implementation may or may not be final) (expect possible z-fighting with etf emissive textures when using certain shaders)
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added: additional mob textures like "sheep_fur.png" can now optionally utilize a "sheep_fur.properties" file to have settings different to the 'base' texture, if this properties file is not present ETF will try and use the same variant number as the 'base' texture the mob is using, failing all of these it will default to the regular vanilla texture for this variant
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added: config option "advanced_IncreaseCacheSizeModifier" which will only show in the config file, this should only be increased in the event of an extremely modded instance having over 2000 entities loaded on the client (the amount ETF now keeps track of at any given time), to prevent them being removed from ETF's memory.
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added: option to have a different texture on the left elytra wing using "elytra_left.png" (compatible with CITResewn)
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fixed blocks property not also checking the block spawned inside correctly
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fixed: issue with capes, and other skin features, having incorrect enchanted pixels
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fixed: armor and elytra emissives rendering behind textures, now works with iris pbr fix
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fixed: skin feature capes and issues preventing vanilla cape rendering in rewrite
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fixed: bed textures getting stuck to a co-ord position between different color beds
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fixed: shulker box textures getting stuck to a co-ord position between different color shulker boxes
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fixed: a minor issue with 2 frame blinking not registering the correct texture
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fixed: armor emissive bright mode bug
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fixed: shulker box emissive bright mode bug
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fixed: elytra emissive bright mode bug
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changed: custom potion effects have been removed as due to limits of client/server data transparency there is no reliable way to have it update during-game (potion info is only sent to clients in the mobs first seen/spawn packet :/ )
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changed: textures with property files that do not read correctly and cause problems will now fall back to the vanilla texture instead of randomly picking and causing confusion
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changed: block entity features will not render if the texture is animated as it is not supported (no need to change settings)
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broke: puzzle support will be broken for a short period after release until I PR a fix to the dev
![[ETF] Entity Texture Features](https://cdn.modrinth.com/data/BVzZfTc1/af683d206d50b05258d865b0d6e4aa2f2cee12f2_96.webp)

